Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fire PotionSplashEvent #945

Merged
merged 10 commits into from
Jun 27, 2018
Merged

Fire PotionSplashEvent #945

merged 10 commits into from
Jun 27, 2018

Conversation

Pr0methean
Copy link
Contributor

@Pr0methean Pr0methean commented Jun 8, 2018

Progresses #922

PotionSplashEvent is now fired whenever a splash potion lands (including a lingering potion, but only for immediate effects). In addition to cancelation, we also recognize changes to the list of targets and the intensity for each target. In the case of a potion of healing, EntityRegainHealthEvent is also fired for each target, using the same logic that GlowPlayer.pulse() already uses when regenerating from food; that logic is now EntityUtils.heal(LivingEntity, double, EntityRegainHealthEvent.RegainReason).

Partial-intensity effects for splash potions and lingering potions are now implemented. For custom instant effects at level 2 or higher, partial intensity may mean a lower level.

@aramperes aramperes mentioned this pull request Jun 8, 2018
97 tasks
@mastercoms mastercoms merged commit b9da864 into dev Jun 27, 2018
@mastercoms mastercoms deleted the potionsplash branch February 3, 2019 15:53
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants